Hostile Takeover. Alzheimer's target's one creature and charms them.
Reset Memory. Alzheimer's reset's it's victim's memory and deals 1d4 psychic damage that cannot be healed by any means short of Divine intervention.
Forget Skill. Alzheimer's can take an action to make a target forget something it is trying to remember. It targets one creature it has charmed and imposes disadvantage on any INT checks it makes for five minutes.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A parasite. A devouring, ever-hungry parasite that consumes the mind of it's victims and renders them as good as dead. It sucks the life out of them and leaves nothing but a husk.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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